Combat Medic Archive

Thread: 65m+ range Not a Bug

JudasTyberius
Fri Apr 23, 2004 3:39 pm
#1

I just want to say that I have heard many, many people refer to the extended ranges as a 'bug'. It is not a bug, it is an 'issue'. I agree that it needs to be looked at, but it was intentially set, by the Developers, to max out at its current range of 96m.


Calling it a bug gives the wrong impression, as though were are doing something that is outside of the *intended* game mechanics. As it is, I understand the concern that CMs have longer range than other professions, but it is not broken, it is working as intended.



As a side note, I would like to mention that Pistoleers have the opposite problem. Some of the most effective Pistols are actually limited to 48m range. Specifically, the Genosian Stun Pistol, and the Tangle Pistol (not that this is a really effective weapon), are both 48m maximum range. This, too, was intentional, but is somewhat unbalancing in a game where all other ranged professions have a 64m range.


________________________________________________


Some Ideas regarding range.


Rifles should be SLOWED DOWN, and they should have maximum range of 94m, more akin to a 'sniper' rifle.

Carbines should be adjusted, with a maximum range of 78m.

Pistols should be beefed up a bit speedwise, and should all have a max range of 64m.

Combat Medics should be left alone.



Ledo Valasio - Master Bounty Huh?
vortexala
Fri Apr 23, 2004 3:44 pm
#2

It's actually regarded as a bug due to the fact that in the December Patch notes it stated that the range was supposed to have been decreased from what it was/is.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
JudasTyberius
Fri Apr 23, 2004 3:48 pm
#3

Does this apply to the Range on both Poisons/Disease AND Heals?



Ledo Valasio - Master Bounty Huh?
vortexala
Fri Apr 23, 2004 3:51 pm
#4


I believe it was supposed to cap them all, but ended up only capping Heals for some reason.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
JudasTyberius
Fri Apr 23, 2004 3:52 pm
#5

So, then, am I to understand that the current maximum range on Heals (which is still over 64m - 72m i think) is expected to be the new current maximum range on poison/disease?



Ledo Valasio - Master Bounty Huh?
JudasTyberius
Fri Apr 23, 2004 3:55 pm
#6

also, do you know where I can go to review those patch notes? I'd like to read them.



Ledo Valasio - Master Bounty Huh?
vortexala
Fri Apr 23, 2004 3:56 pm
#7

Might check the patch notes page, may have them archived.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
JudasTyberius
Fri Apr 23, 2004 4:03 pm
#8

This is the exact text from the December Patch Notes regarding Combat Medic.


"The maximum experimental range for ranged healing and DoT medicines has been capped at 48m."


Based on this statement, it is expected that at Master Combat Medic, the maximum range would be 96m. I cannot find any later Patch Notes that state anything to the contrary.



Ledo Valasio - Master Bounty Huh?
Pahdbacca
Fri Apr 23, 2004 7:42 pm
#9

January patch notes:


  • Combat medic skill mods can no longer increase the range of medicines beyond 64m.




  • -----------------------------------------
    Pip Tazo = Master Doc / Swordsman - Always the CM at heart
    Zhose U'nare = Master Smuggler / Pistoleer - resource hound

    Former CM correspondent - Member of Team Black Bar
    " If you're dependant on venom to be effective than you're doing something wrong." - Obata
    Gnuut
    Fri Apr 23, 2004 8:12 pm
    #10






    Pahdbacca wrote:

    January patch notes:


  • Combat medic skill mods can no longer increase the range of medicines beyond 64m.



  • Pip, they didn't specify offensive or defensive medicine....






    Grau'din
    Elder Combat Medic
    Magnumus Mysterium MYST
    I am not a support class.
    I am a chemical warfare expert.
    I am a bio-warrior.
    I am a zerg-stopper.
    I am a Master CM. Run for your life....

    Pahdbacca
    Fri Apr 23, 2004 8:57 pm
    #11

    Yeah, I know they didn't specify, but they were trying to fix Dot's at the time. The Dev in charge of the medical stuff refers to all ranged stims as medicines and calls poisons and diseases medical DoTs. It's true that he probably didn't write the notes, but they were working on fixing DoTs at the time.



    -----------------------------------------
    Pip Tazo = Master Doc / Swordsman - Always the CM at heart
    Zhose U'nare = Master Smuggler / Pistoleer - resource hound

    Former CM correspondent - Member of Team Black Bar
    " If you're dependant on venom to be effective than you're doing something wrong." - Obata
    Loonytic
    Sat Apr 24, 2004 8:30 am
    #12

    This was in the Jan patch notes:


    The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.


    which means at Master CM 96m poisons.
    Pahdbacca
    Sat Apr 24, 2004 9:41 am
    #13






    Loonytic wrote:

    This was in the Jan patch notes:


    The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.


    which means at Master CM 96m poisons.







    No, actually it means the maximum experimental range is 48m.


    The part about max throwing range was one line above that.



    Some thing about the wording in those patch notes strikes me as odd though...I wish I still had access to the old posts in the Corr forums. I'm gonna think about it while I watch the Red Wings/Flames and Klitchko (spelling)fight tonight and try to remember exactly what was trying to be done at this time. I'll post my ideas late tonight. We may have some more issues for Texxie to work with/on. I am wondering if this is when they capped CM effectiveness at 100 with themistaken ideaexpecting that this would cap throwing distance at 64m.


    As for the whole issue brought up at the beginning of this thread....65+ meters is not a bug in the way that it should be seen as an exploit to throw farther than 64m IMO...They tried to fix it once and it did not work meaning until they do adjust it again it is working as originally intended. On the other hand, It is also my personal opinion that you are holding your hands over your ears and going 'na na na na I can't hear you' if you expect to be able to throw for 96m forever.




    -----------------------------------------
    Pip Tazo = Master Doc / Swordsman - Always the CM at heart
    Zhose U'nare = Master Smuggler / Pistoleer - resource hound

    Former CM correspondent - Member of Team Black Bar
    " If you're dependant on venom to be effective than you're doing something wrong." - Obata
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